Is there any possible way to change the pre-placed units that an enemy player has, after the map has already started. This has been an issue for a while in my campaign, which features several difficulty levels. It's usually not that big of a deal since the majority of situations where the selected difficulty comes into play is in Triggers. However, in my latest few missions, the pre-placed units actually create a very noticeable difference, and most people tend to forget to change their difficulty in preferences to match with what they're playing.
Is there any way that I can just detect what difficulties a unit is set to, and remove it after the player chooses his difficulty setting?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Well, what I do is usually I have preplaced all units based on the hardest difficulty level, and then I go on and remove a few for each of the lower difficulty levels. In some special cases I will replace certain units.
I never really use the difficulty settings you see when you press Enter on a unit, so my solutions are purely based on triggers...
Let's say the difficulty is Brutal and there is a corridor where 20 Zerglings, 5 Hydralisks and 2 Ultralisks are supposed to stand. If I want there to be 16 Zerglings, 4 Hydralisks and 1 Ultralisk I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region. In the triggers I will then say to Pick Each unit in that Region and remove them if the difficulty is lower then Bruta (assign integers to difficulties in the map init)....
In the attached screenshot you can see Red, Yellow and Green regions named "Difficulty - Remove Insane", "Difficulty - Remove Hard" and "Difficulty - Remove Normal". (Each region is made of multiple regions so its name isn't centered).
=============
------- Game Lobby -------
General - Switch (Actions) depending on (Mission Difficulty game value)
Cases
General - If ((1)Casual)
Actions
Variable - Set MissionDifficulty = 1
General - If ((2)Normal)
Actions
Variable - Set MissionDifficulty = 2
General - If ((3)Hard)
Actions
Variable - Set MissionDifficulty = 3
General - If ((4)Insane)
Actions
Variable - Set MissionDifficulty = 4
Default
Variable - Set MissionDifficulty = 2
------- Difficulty settings are: CASUAL / NORMAL / HARD / BRUTAL
------- TESTING ------
General - If (Conditions) then do (Actions) else do (Actions)
If
(Game is online) == False
Then
Variable - Set MissionDifficulty = 2
Else
------- TESTING ------
------- Global -------
Trigger - Run Create Items (Check Conditions, Don't Wait until it finishes)
------- Karak and Spider Mines on the map
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 4
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.50, 37.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [180.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.97, 40.39] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 3
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.25, 35.65] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [182.00, 79.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 40.00] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 2
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [161.00, 35.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [181.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 39.00] from the game
Else
------- Bossbird Life is set in Trigger Chase Bossbird Start
General - Switch (Actions) depending on MissionDifficulty
Cases
General - If (1)
Actions
Variable - Set CowsNecessary = 2
Variable - Set CowsMaxLife = 140.0
Variable - Set RequiredGas = 400
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 450.0
Variable - Set HideoutsSpawnTime = 14
Variable - Set Hideout1And2MaxEnemies = 2
Variable - Set Mountain_RespawnMax = 35
Variable - Set MountainBirds_MotherMaxLife = 150.0
Variable - Set BossbirdBattle_NumberOfMinions = 9
Variable - Set Bossbird_BossMaxLife = 300.0
General - If (2)
Actions
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
General - If (3)
Actions
Variable - Set CowsNecessary = 4
Variable - Set CowsMaxLife = 100.0
Variable - Set RequiredGas = 800
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 350.0
Variable - Set HideoutsSpawnTime = 10
Variable - Set Hideout1And2MaxEnemies = 4
Variable - Set Mountain_RespawnMax = 55
Variable - Set MountainBirds_MotherMaxLife = 250.0
Variable - Set BossbirdBattle_NumberOfMinions = 15
Variable - Set Bossbird_BossMaxLife = 500.0
General - If (4)
Actions
Variable - Set CowsNecessary = 5
Variable - Set CowsMaxLife = 80.0
Variable - Set RequiredGas = 1000
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 300.0
Variable - Set HideoutsSpawnTime = 8
Variable - Set Hideout1And2MaxEnemies = 5
Variable - Set Mountain_RespawnMax = 65
Variable - Set MountainBirds_MotherMaxLife = 300.0
Variable - Set BossbirdBattle_NumberOfMinions = 18
Variable - Set Bossbird_BossMaxLife = 600.0
Default
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
Variable - Set ObjectiveGasQuota = (Text(RequiredGas))
------- Helpful Turrets in Temple Waves Gameplay -------
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 1
Then
Trigger - Turn Temple Control Turret 2 Off
Trigger - Turn Temple Control Turret 6 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Normal owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 2
Then
Trigger - Turn Temple Control Turret 4 Off
Trigger - Turn Temple Control Turret 7 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Hard owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
Now on the topic of removing units, I've noticed that if you simply remove a unit from the game that is part of an enemy base, the enemy will just rebuild the units you removed. On top of the Remove Units trigger, is there a possibility to include a "Don't Rebuild" trigger or something similar to that?
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StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Yeah, that would work, however I want to disable rebuilding only if the certain conditions are met, with the conditions being that the correct difficulty. For example, I may have a Marine in the enemy base on Casual and Normal, and then change that Marine to a War Pig on Hard and Brutal. The thing is, if you choose Hard, I want to remove the Marine and have the AI rebuild the War Pig if killed, and vice versa if you pick Casual. I want to disable rebuilding after you've picked your difficulty to fulfill this task. That way the AI only rebuilds one of said units.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region.
This just saved my life, i never knew you could combine regions like that so iv always had to go into them and create a new shape then move it around. Lmao.
Rollback Post to RevisionRollBack
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Is there any possible way to change the pre-placed units that an enemy player has, after the map has already started. This has been an issue for a while in my campaign, which features several difficulty levels. It's usually not that big of a deal since the majority of situations where the selected difficulty comes into play is in Triggers. However, in my latest few missions, the pre-placed units actually create a very noticeable difference, and most people tend to forget to change their difficulty in preferences to match with what they're playing.
Is there any way that I can just detect what difficulties a unit is set to, and remove it after the player chooses his difficulty setting?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
Well, what I do is usually I have preplaced all units based on the hardest difficulty level, and then I go on and remove a few for each of the lower difficulty levels. In some special cases I will replace certain units.
I never really use the difficulty settings you see when you press Enter on a unit, so my solutions are purely based on triggers...
Let's say the difficulty is Brutal and there is a corridor where 20 Zerglings, 5 Hydralisks and 2 Ultralisks are supposed to stand. If I want there to be 16 Zerglings, 4 Hydralisks and 1 Ultralisk I will create Regions over each of the units, then connect the regions with Ctrl+NumPad0, so they become one region. In the triggers I will then say to Pick Each unit in that Region and remove them if the difficulty is lower then Bruta (assign integers to difficulties in the map init)....
In the attached screenshot you can see Red, Yellow and Green regions named "Difficulty - Remove Insane", "Difficulty - Remove Hard" and "Difficulty - Remove Normal". (Each region is made of multiple regions so its name isn't centered).
=============
------- Game Lobby -------
General - Switch (Actions) depending on (Mission Difficulty game value)
Cases
General - If ((1)Casual)
Actions
Variable - Set MissionDifficulty = 1
General - If ((2)Normal)
Actions
Variable - Set MissionDifficulty = 2
General - If ((3)Hard)
Actions
Variable - Set MissionDifficulty = 3
General - If ((4)Insane)
Actions
Variable - Set MissionDifficulty = 4
Default
Variable - Set MissionDifficulty = 2
------- Difficulty settings are: CASUAL / NORMAL / HARD / BRUTAL
------- TESTING ------
General - If (Conditions) then do (Actions) else do (Actions)
If
(Game is online) == False
Then
Variable - Set MissionDifficulty = 2
Else
------- TESTING ------
------- Global -------
Trigger - Run Create Items (Check Conditions, Don't Wait until it finishes)
------- Karak and Spider Mines on the map
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 4
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Insane owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.50, 37.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [180.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.97, 40.39] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 3
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Hard owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [160.25, 35.65] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [182.00, 79.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 40.00] from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty < 2
Then
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 3 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 6 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit Group - Pick each unit in (Any units in Difficulty - Remove Normal owned by player 15 matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
Actions
Unit - Remove (Picked unit) from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [161.00, 35.50] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [181.00, 79.00] from the game
Unit - Remove Vulture - Spider Mine (Burrowed) [229.00, 39.00] from the game
Else
------- Bossbird Life is set in Trigger Chase Bossbird Start
General - Switch (Actions) depending on MissionDifficulty
Cases
General - If (1)
Actions
Variable - Set CowsNecessary = 2
Variable - Set CowsMaxLife = 140.0
Variable - Set RequiredGas = 400
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 450.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 450.0
Variable - Set HideoutsSpawnTime = 14
Variable - Set Hideout1And2MaxEnemies = 2
Variable - Set Mountain_RespawnMax = 35
Variable - Set MountainBirds_MotherMaxLife = 150.0
Variable - Set BossbirdBattle_NumberOfMinions = 9
Variable - Set Bossbird_BossMaxLife = 300.0
General - If (2)
Actions
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
General - If (3)
Actions
Variable - Set CowsNecessary = 4
Variable - Set CowsMaxLife = 100.0
Variable - Set RequiredGas = 800
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 350.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 350.0
Variable - Set HideoutsSpawnTime = 10
Variable - Set Hideout1And2MaxEnemies = 4
Variable - Set Mountain_RespawnMax = 55
Variable - Set MountainBirds_MotherMaxLife = 250.0
Variable - Set BossbirdBattle_NumberOfMinions = 15
Variable - Set Bossbird_BossMaxLife = 500.0
General - If (4)
Actions
Variable - Set CowsNecessary = 5
Variable - Set CowsMaxLife = 80.0
Variable - Set RequiredGas = 1000
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 300.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 300.0
Variable - Set HideoutsSpawnTime = 8
Variable - Set Hideout1And2MaxEnemies = 5
Variable - Set Mountain_RespawnMax = 65
Variable - Set MountainBirds_MotherMaxLife = 300.0
Variable - Set BossbirdBattle_NumberOfMinions = 18
Variable - Set Bossbird_BossMaxLife = 600.0
Default
Variable - Set CowsNecessary = 3
Variable - Set CowsMaxLife = 120.0
Variable - Set RequiredGas = 600
Unit - Set oxe - Perdition Turret [189.00, 27.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [191.00, 17.00] Maximum Life to 400.0
Unit - Set oxe - Perdition Turret [197.00, 24.00] Maximum Life to 400.0
Variable - Set HideoutsSpawnTime = 12
Variable - Set Hideout1And2MaxEnemies = 3
Variable - Set Mountain_RespawnMax = 45
Variable - Set MountainBirds_MotherMaxLife = 200.0
Variable - Set BossbirdBattle_NumberOfMinions = 12
Variable - Set Bossbird_BossMaxLife = 400.0
Variable - Set ObjectiveGasQuota = (Text(RequiredGas))
------- Helpful Turrets in Temple Waves Gameplay -------
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 1
Then
Trigger - Turn Temple Control Turret 2 Off
Trigger - Turn Temple Control Turret 6 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Normal owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
MissionDifficulty > 2
Then
Trigger - Turn Temple Control Turret 4 Off
Trigger - Turn Temple Control Turret 7 Off
Unit Group - Pick each unit in (Any units in Difficulty - Remove Turrets Hard owned by player 0 matching Excluded: Missile, Dead, with at most Any Amount) and do (Actions)
Actions
Unit - Hide (Picked unit)
Unit - Remove (Picked unit) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
@OutsiderXE: Go
That is actually really helpful! Thanks a lot!
Now on the topic of removing units, I've noticed that if you simply remove a unit from the game that is part of an enemy base, the enemy will just rebuild the units you removed. On top of the Remove Units trigger, is there a possibility to include a "Don't Rebuild" trigger or something similar to that?
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
@DudkiSC2: Go
They are rebuilding them because they are set up to be bullies. Just set rebuild count to zero (double click on the unit and look at the other tabs)
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
Yeah, that would work, however I want to disable rebuilding only if the certain conditions are met, with the conditions being that the correct difficulty. For example, I may have a Marine in the enemy base on Casual and Normal, and then change that Marine to a War Pig on Hard and Brutal. The thing is, if you choose Hard, I want to remove the Marine and have the AI rebuild the War Pig if killed, and vice versa if you pick Casual. I want to disable rebuilding after you've picked your difficulty to fulfill this task. That way the AI only rebuilds one of said units.
StarCraft II: Annihilation Campaign - A 24 mission single-player campaign featuring unique heroes, custom tracks, boss battles, a varied set of mission scenarios and three intersecting storylines.
Starcraft II: A War Story Campaign - A multi-act campaign with custom factions. Follow my discord for updates: https://discord.gg/Ztu44gZ
If you want to see a list of other awesome campaigns, go to: Custom Campaign Initiative
This just saved my life, i never knew you could combine regions like that so iv always had to go into them and create a new shape then move it around. Lmao.